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![[image loading]](http://i.imgur.com/aw7Pq.jpg)
I modified a few maps like this ^
They are published as "TriStar (-name of map-)". Just search for "tristar" in create custom game ( F5 ) and you should see it.
Maps:
Cloud Kingdom Daybreak Entombed Valley
It doesn't matter which race you select in the starting screen, you will start with the same stuff.
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This form of 1v1 Starcraft 2 is really challenging - you have decisions to make right from the get-go, unlike a normal melee game where it's mindless for a little while. It also requires more APM from start to finish.
Some unit compositions are similar to what you might see in a 2v2 game, but some things that aren't viable in team games ARE viable here. Here, you start with 1 base instead of 2 (even though you have 3 town halls) so you can't tech up quite as fast as a combined 2v2 team could. But, you're in control of everything.
You can also play this as a 2v2 or an FFA if you play the Entombed Valley version.
If you want a challenge and a thought-provoking change of pace, grab a friend and try this. 
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Update log:
version 1.1 + Show Spoiler +- Hatchery/Lair/Hive creep spread is slightly reduced to allow more building placement in mains. - Bunkers now can hold biological units from any race.
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disclaimer: I'm sure lots of people have thought of something like this already, and maybe it exists somewhere in the custom section, but I couldn't find anything via google or forum searches so I made it out of curiosity. I don't care too much about credit for the idea, as it's a very basic one.
I feel some pros like Gumiho playing this would be RIDICULOUS. It's like normal SC2 but harder and w/ more build order possibilities.
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The amount of tactics would probably blow my mind to such degree that I would just always do a standard build with Zerg and add in random tier 1 units from T and P, but for pro's this sounds fun.
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Is it random which type of main base is the "mining" one in the main? I would imagen alot of people would use the CC as a quick natural if it isn't the one on the main spot.
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On November 29 2012 19:15 Sumadin wrote: Is it random which type of main base is the "mining" one in the main? I would imagen alot of people would use the CC as a quick natural if it isn't the one on the main spot.
I think it's safe to say everyone would do this
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This sounds very interesting. On what server is this published?
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You should move the Terran command center to be the one getting the minerals that way people will need to make a new command center to expand or nexous or hatchery
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So...can you chrono lava injects ~.^?
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Someone get this on the next TL Attack! I will try this later on ^_^
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Oh right you can lift the CC, I was worried for a moment about the larva spawning between CC and Hatch.
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I agree with making the cc be the closest one to the minerals, so you have to build another base to expand ^^
This seems really cool, though.
And I think you should feel free to modify any map that's unlocked, right? Isn't that part of the point?
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On November 29 2012 23:16 RFDaemoniac wrote: And I think you should feel free to modify any map that's unlocked, right? Isn't that part of the point?
Totally agree, if someone doesn't lock their map, they basically allow it to be modified. It is of course general courtesy to mention the name of the original mapmaker after having altered it though
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Have yet to play it, sounds awesome! But from brief thinking, seems like the default opener would be to get a rax -> OCs and you have marines (best unit in the game) and bunkers with repair which can hold any all-in, letting you take your natural super quick. Tech from there would be interesting, I assume terran players would do well going bio + whatever is strong against the opponent. Bio + infestors into BLs...? ::shudder::
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This looks really awesome, I'd never thought of playing something like this, but now I see it, it seems like such an obvious idea. Will have many late night laughs playing this with friends, cheers for making it ^.^
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Ultralisk, Medivac, immortal, sentry armies with corrupter/viking support :D
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o wow such a simple idea but it sounds so fun
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Finally, you made a perfectly balanced map for SC2! Actually, something like this was the first map I ever played in BW 
But I think it is virtually impossible to say anything about strategy before people play it heavily. I would be really gald to see that!
PS: What about creep? How come there is non in the picture?
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How did no one think of this before, or rather, why has no one thought of this on TL before? This sounds like some good holiday fun.
Medivac - queen - brood lord - infestor
One other awesome thing you could do would be to go into the chrono boost target validator and let it target flying factories and barracks. "Press C to boost!"
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"As of now all I've really done is disabled the action under Triggers which creates the starting units"
Couldn't you also go into the advanced data -> races tab and actually add the new units / spawn co-ordinates to the array instead of placing the new structures directly onto the map?
That way you can keep the simple default melee triggers that include snapping the camera to spawn points, and it would allow you the players in the lobby to 'pick' which building they want as their middle resource drop off-centre based off of what race they pick in the lobby, as well as the race UI. And it would let you have rotating spawns on non 2P maps
Or maybe that would be bad considering the flying CC thing.
And what /did/ happen to creep anyway? Did you change all the building placement footprints to allow you to make zerg buildings off creep, or did you make it so that terran and protoss buildings ignore creep? Or do you just have to plan around that?
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Hey guys. Glad everyone else found this interesting too.
This sounds very interesting. On what server is this published?
Right now just NA.
You should move the Terran command center to be the one getting the minerals that way people will need to make a new command center to expand or nexous or hatchery
I originally had it that way, but on some maps if the hatchery is on one of the outside positions the creep it extends will prevent you from walling off your ramp. So I changed it to be in the middle. There may be a workaround for this though (edit the hatchery in the data so that the creep radius it creates is smaller, or something).
Have yet to play it, sounds awesome! But from brief thinking, seems like the default opener would be to get a rax -> OCs and you have marines (best unit in the game) and bunkers with repair which can hold any all-in, letting you take your natural super quick. Tech from there would be interesting, I assume terran players would do well going bio + whatever is strong against the opponent. Bio + infestors into BLs...? ::shudder::
Yeah, I'm really not sure if there would be a definitive best build. Your proposed build would be strong, but pool-first has a lot of advantages. Earlier army, earlier infestors + BLs, earlier queen for injects which can boost your economy just like OCs can. Gateway first for a warpgate timing attack might be strong as well because you can support more gates than you usually could. So instead of a 4gate, something like a 5 or 6 gate hitting at roughly the same time might be possible. And of course you can get colossi faster if you go gate first. Colossi + insert other units here + SCV for repairs all-in? :-P Even immortal + hellion + scv would be hilarious.. basically an improved marauder + hellion all-in.
PS: What about creep? How come there is non in the picture?
I took a pic in the editor instead of in-game. It's there in the game.
Couldn't you also go into the advanced data -> races tab and actually add the new units / spawn co-ordinates to the array instead of placing the new structures directly onto the map?
That way you can keep the simple default melee triggers that include snapping the camera to spawn points, and it would allow you the players in the lobby to 'pick' which building they want as their middle resource drop off-centre based off of what race they pick in the lobby, as well as the race UI. And it would let you have rotating spawns on non 2P maps
Hadn't thought of that, I'll take a look.
p.s. - once everything is sorted out, I'll probably put daybreak, cloud kingdom versions up. Maybe some of the other maps that are considered decent, too.
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Ha, this seems like a really badass idea. I imagine a lot of fun on a map like this. This actually made me a bit anxious to hit up a some SC2.
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So I got this all fixed up! Everything works perfectly now. Edited the OP to reflect some of the changes.
Thanks The_Frozen_Inferno for the races tab idea, that helped. Now all spawns are possible, and you can even do FFA or 2v2 
Should have other versions of this (daybreak, CK, etc.) up in a little bit.
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Colossus with spore and spine support...
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Definitely going to try this thing out.
I have a few questions,
1. Does it make 6 pool more viable considering you can chrono probes? - ex: Could you 6 pool into a fast CC? - ex: How about mega fast gas? 2. Can you chrono non-protoss stuff? 3. What the F does earlygame cheese look like? I bet there's TONS. - proxy reaper with tactically placed cannons?
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On November 30 2012 15:29 HoLe wrote: Definitely going to try this thing out.
I have a few questions,
1. Does it make 6 pool more viable considering you can chrono probes? - ex: Could you 6 pool into a fast CC? - ex: How about mega fast gas? 2. Can you chrono non-protoss stuff? 3. What the F does earlygame cheese look like? I bet there's TONS. - proxy reaper with tactically placed cannons?
It's hard to know exactly what is good or bad yet, but I think 6 pool might be weaker than usual. Consider that by the time the slow lings reach your opponent's base, he will have slightly more workers than usual so the lings will get crushed pretty easy. Not to mention you can actually wall off 1-2 supply faster than a normal Terran can if you do a pylon+barracks/gateway+supply depot wall. Maybe it could still be somewhat effective if you can get in, dance them around for a while and deny mining time on a lot of their workers. But you did have to cut workers for a while to get that 6 pool down, so you'll be behind unless you do good damage.
I think fast gas should be viable. I can think of a number of uses for it. Maybe you could try a quick speedling build (pool and gas before pylon or supply depot, then chrono the speed upgrade out). You should be able to expand pretty safely with that kind of build; they probably can't move out for a little while.
Idk about cheeses, I'm sure there's potential for a few different things from the norm. But I think having the ability to get workers out faster than usual helps shut down early cheeses like 6 pool.
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On November 30 2012 15:02 lorestarcraft wrote: Colossus with spore and spine support...
How about colossi or immortals with SCVs repairing :-P
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Anyball+add infestor. Pretty much GG
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Mass medivac + mass infestor + a few ultralisk.
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infestor/broodlords + storms and marine drops everywhere
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battlecruiser mothership storm with crackling support
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I wonder if it would be a cool idea to take off the 'requires terran' validator for the bunker-load ability? I've done it in some of my other customs, and having zealots and roaches inside bunkers is pretty funny.
I also wonder if it would be an interesting idea to modify the hatchery such that by default it does not automatically birth or grow creep.
You could remove the standard creep growth - large behaviour, but have a button ability on the hatch to manually apply a dual buff to apply the creep spread behaviour and a replacement buff for creating the initial footprint of creep (the one that pops up as soon as the hatch is birthed that wouldn't activate anymore).
This would mean that players wouldn't have to work around / with creep unless or until they wanted to.
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On December 01 2012 03:47 The_Frozen_Inferno wrote: I wonder if it would be a cool idea to take off the 'requires terran' validator for the bunker-load ability? I've done it in some of my other customs, and having zealots and roaches inside bunkers is pretty funny.
I also wonder if it would be an interesting idea to modify the hatchery such that by default it does not automatically birth or grow creep.
You could remove the standard creep growth - large behaviour, but have a button ability on the hatch to manually apply a dual buff to apply the creep spread behaviour and a replacement buff for creating the initial footprint of creep (the one that pops up as soon as the hatch is birthed that wouldn't activate anymore).
This would mean that players wouldn't have to work around / with creep unless or until they wanted to.
Yeah right now it is creep growth - medium behavior but that is a neat idea. I like the bunker thing too, since it would make them more useful and would mean less cheeses which is generally considered a good thing. On the other hand, it would make going rax first slightly less appealing, since the other builds will be stronger in comparison since they now have the benefit of bunkers being useable. So that is something to consider.
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Colossus + infestors. Yay.
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I noticed something strange today when I was poking around in the tristar cloud kingdom map you linked from mediafire.
When I went into the data editor to look at some values for stuff, I noticed that it still has 140 seconds for warpgate, and fungal growth lasts for 8 seconds and does a flat 2.25 damage / tick to all types. Queen range is also 3 again and you can supposedly build rax after CC.
But when I started it up with ctrl+F9, everything was as it should be on the current patch. What's going on here?
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On December 01 2012 04:51 Fatam wrote:Show nested quote +On December 01 2012 03:47 The_Frozen_Inferno wrote: I wonder if it would be a cool idea to take off the 'requires terran' validator for the bunker-load ability? I've done it in some of my other customs, and having zealots and roaches inside bunkers is pretty funny.
I also wonder if it would be an interesting idea to modify the hatchery such that by default it does not automatically birth or grow creep.
You could remove the standard creep growth - large behaviour, but have a button ability on the hatch to manually apply a dual buff to apply the creep spread behaviour and a replacement buff for creating the initial footprint of creep (the one that pops up as soon as the hatch is birthed that wouldn't activate anymore).
This would mean that players wouldn't have to work around / with creep unless or until they wanted to. Yeah right now it is creep growth - medium behavior but that is a neat idea. I like the bunker thing too, since it would make them more useful and would mean less cheeses which is generally considered a good thing. On the other hand, it would make going rax first slightly less appealing, since the other builds will be stronger in comparison since they now have the benefit of bunkers being useable. So that is something to consider.
Don't you need a barracks for a bunker anyways? Even if you can get a roach in there.. you still need a rax if you want to build that bunker.
I love this and cannot wait to play. I just think the real fun will be getting out of early game and playing mid/late game compositions. The early game cheeses will be fun to learn how to defend against, but i'll let others come up with the attacks, i'll try to defend and transition out into fungal + storm collosus with marines for aa...obviously archons and medivacs.
oh boy medivacs take on a whole new roll.. if you let non terran units in bunker make sure they can go in medivac.
Also would it be possible to get a supply cap increase if people think it's a good idea?
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There's a chance you'll be throwing up a barracks anyway at some point, because you're not going to want to stick on just 1 race.
I haven't messed with the map in a few days, but I think I'll probably do the bunker + medivac thing. (although I'm not sure that medivacs can't already pick up other races' units if they're allied.. I'll have to look)
As for the data editor looking weird for the CK version, I might have edited an older version of CK that Blizz has up. If it fixes once it's in-game then I assume Blizz has made it where the game will automatically use the latest patch even if it's an old map (yay). I know some people used to have issues w/ that. I can re-do everything on a newer CK version if it's acting up in-game though.
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this is how random should work :D
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On December 04 2012 21:30 Decendos wrote: this is how random should work :D lol... XD
Does anyone want to play right now? I'm on right now.
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All the maps are now 1.1 with the bunker change.
I tested it and medivacs can already load any race of unit so I didn't need to do anything there.
![[image loading]](http://i.imgur.com/dvVvS.jpg)
Haven't really looked at it yet since I was doing RL stuff + updating shadow swamp, but still might do the hatchery creep button thing. It will just take a little more time than these easy fixes did.
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Reminds me of team melee in Broodwar. Good times.
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BL + Infestor + Viking.
Yeah I think this map probably won't work
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Hmmmm..... Zealots in bunkers? Nah, hydras.
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On December 06 2012 07:37 GinDo wrote: BL + Infestor + Viking.
Yeah I think this map probably won't work What does that mean...??? Sigh.
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On December 06 2012 07:37 GinDo wrote: BL + Infestor + Viking.
Yeah I think this map probably won't work Perfectly balanced, the other person can do the same thing.
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would be cool to see TL Attack on this map, haha. Think TLO might be good at it.
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What you do is you do dual medivac-overlord drops. The medivacs heal the OLs as they drop baneling-hellion into mineral lines.
And if that fails, you can always do a DT-bunker rush.
And if that fails, you can always thor-nydus bust them.
And if that fails, you can always vortex-nuke like back in the days of old.
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I cannot find any "Tristar" maps on the EU server.
Does anyone else has the same problem?
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On December 06 2012 13:39 quantumslip wrote: would be cool to see TL Attack on this map, haha. Think TLO might be good at it.
I sent a PM to all the TL attack coordinating people I knew of about it (4 or 5 days ago I think), just on the off-chance one of them would take the PM seriously, but haven't heard anything yet. Those guys are pretty busy with a lot more than just TL attack so I'm not crossing my fingers.
On December 06 2012 12:48 SiskosGoatee wrote:Show nested quote +On December 06 2012 07:37 GinDo wrote: BL + Infestor + Viking.
Yeah I think this map probably won't work Perfectly balanced, the other person can do the same thing.
Yeah, basically. The format is perfectly balanced because each side has exactly the same options. It's like how balanced chess would be if Black and White could move at the same time. Not that I'm claiming that this little mod is anywhere near as awesome as chess, but you get the point.
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This is similar to custom melee on BW when several people could play 1 'player.'
I think you should have it so you start with the 1 command structure of the race you chose (Hatch/Nexus/CC) but you get all 3 worker types.
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Yeah I think that would be a cool version in a few regards.
It would delay the variation of play by quite a bit, since you can't build a pylon/depot/pool until you have a nexus/CC/hatch.. so you couldn't tech up in a 2nd race's tech until you expanded. Which means that some shorter games would be just like a normal SC2 game (since you wouldn't have time to use your 2nd or 3rd race), which kind of sucks. But the economy part of the game wouldn't be as different, which might be a plus to some people.
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I uploaded the maps on the EU Server.
And wow, they are realy awsome!^^
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I have to play this map with someone.. it seems to fun.
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Can you put any units into a nydus network, or only zerg ones?
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Pretty sure you can put all units into nydus. But even if you can't, it's as easy to implement as clicking an [X] to remove a validator on the load command.
BW team melee would be really easy to remake. Just some simple fiddling with the initilization triggers and settings to set shared control and vision and resource spending at the start. And I guess making some suitably epic terrain for such a game.
Has no one actually remade it yet? Is the UMS scene really that stagnant these days? Maybe what SC2 needs is more UMS melee-esque games that are not tug of war, moba, arena or tower defence?
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oh my god let me play this now
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On December 07 2012 11:03 WniO wrote: oh my god let me play this now You've gotta let me know when I'm around
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